@article{cgarcia-lattice,
	location = {http://www.scientificcommons.org/52427399},
	title = {Visualizaci\'on Interactiva de Superficies de Fluidos a Partir de Aut\'omatas Lattice Boltzmann},
	author = {C. Garc\'{\i}a Bauza and G. Boroni and M. V\'enere and A. Clausse},
	abstract = {En este trabajo se presenta un motor gr\'afico basado en modelos f\'\isicos que soporta animaciones interactivas en tiempo real de superficies de aguas abiertas. La innovaci\'on presentada en este trabajo es un algoritmo basado en el modelo de Lattice Boltzmann aplicado sobre las ecuaciones de Shallow Waters y modelos f\'\isicos de interacci\'on entre la superficie y objetos externos. Como resultado el motor gr\'afico es capaz de producir escenas de estanques o aguas abiertas cuya superficie reacciona a las perturbaciones introducidas por el usuario o controladas por la computadora, como por ejemplo la agitaci\'on provocada por un dedo o el efecto de la lluvia.},
	publisher = {Mec\'anica Computacional},
	url = {http://www.cimec.org.ar/ojs/index.php/mc/article/view/2798},
	journal = {Mec\'anica Computacional [http://www.cimec.org.ar/ojs/index.php/mc/oai] (Argentina)},
	year = {2009},
}

@book{ca-modeling,
	chapter = {2: Mathematics},
	editor = {Dante Treglia},
	publisher = {Charles River Media},
	series = {Game Programming Gems},
	author = {Tom Forsyth},
	title = {Cellular Automata for Physical Modeling in Games},
	volume = {3},
	pages = {200-214},
	year = {2002},
	tags = "CellularAutomata, Games"
}
@article{Muller2007109,
title = "Position based dynamics",
journal = "Journal of Visual Communication and Image Representation",
volume = "18",
number = "2",
pages = "109 - 118",
year = "2007",
note = "",
issn = "1047-3203",
doi = "DOI: 10.1016/j.jvcir.2007.01.005",
url = "http://www.sciencedirect.com/science/article/B6WMK-4N1T1RC-2/2/7ad97fcbe95de9125dd9d4c396909332",
author = "Matthias Müller and Bruno Heidelberger and Marcus Hennix and John Ratcliff",
keywords = "Physically based simulation",
keywords = "Game physics",
keywords = "Integration schemes",
keywords = "Cloth simulation"
}

@inproceedings{Reynolds99steeringbehaviors,
    author = {Craig Reynolds},
    year = {1999},
    title = {Steering Behaviors For Autonomous Characters},
    booktitle = {the proceedings of Game Developers Conference 1999},
    abstract = {This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example: get from here to there while avoiding obstacles, follow this corridor, join that group of characters...) This paper divides motion behavior into three levels. It will focus on the middle level of steering behaviors, briefly describe the lower level of locomotion, and touch lightly on the higher level of goal setting and strategy.},
    address = {San Jose, California},
    doi = {10.1.1.86.636},
    publisher = {Miller Freeman Game Group, San Francisco, California},
}

@inproceedings{modeling-fish,
 author = {Stephens, Kingsley and Pham, Binh and Wardhani, Aster},
 title = {Modelling fish behaviour},
 booktitle = {GRAPHITE '03: Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia},
 abstract = {This paper studies the problem of creating artificial fish for real-time interactive virtual worlds aimed at desktop environments with hardware 3D support. The artificial fish developed have the ability to move, sense, and think. Each fish is modelled with a Keyframed skeletal animated body, semi-physics based movement model, sensory abilities, internal motivations, a set of behaviour routines, and a behavioural selection mechanism. These features allow the fish to act autonomously using behavioural rules in response to sensory input from the environment and other fish. This autonomous ability enables definite behaviours to be described and observed in the fish that are not simply random, cyclic, or scripted.Excellent work has been previously done on modelling sophisticated artificial fish. The contribution of this paper is to focus on the practical modelling of fish for game production.},
 year = {2003},
 isbn = {1-58113-578-5},
 pages = {71--78},
 location = {Melbourne, Australia},
 doi = {http://doi.acm.org/10.1145/604471.604488},
 publisher = {ACM},
 address = {New York, NY, USA},
 }

@article{cog-mod-games,
 author = {Funge, John},
 title = {Cognitive modeling for games and animation},
 journal = {Commun. ACM},
 volume = {43},
 number = {7},
 year = {2000},
 issn = {0001-0782},
 pages = {40--48},
 doi = {http://doi.acm.org/10.1145/341852.341862},
 publisher = {ACM},
 address = {New York, NY, USA},
 }


@MISC{ai-stim-response,
 author = {Charles, Guy},
 title = {A Modular Framework for Artificial Intelligence Based on Stimulus Response Directives},
 year ={1999.},
 url = {http://www.gamasutra.com/view/feature/3396/a_modular_framework_for_artificial_.php},
 }
 
@MISC{Ram_twentiethinternational,
    author = {Ashwin Ram and Santiago Ontañón and Manish Mehta},
    title = {Twentieth International FLAIRS Conference on Artificial Intelligence (FLAIRS-2007), AAAI Press. Artificial Intelligence for Adaptive Computer Games},
    year = {2007}
}

@article{ai-for-comp-games,
 author = {Abdennour El Rhalibi and Kok Wai Wong and Marc Price},
 title = {Artificial Intelligence for Computer Games},
 journal = {International Journal of Computer Games Technology},
 volume = {2009},
 year = {2009},
 pages = {3},
 doi = {10.1155/2009/251652},
 }

@MISC{ai-madness,
 author = {Joe, Azdima},
 title = {AI Madness: Using AI to Bring Open-City Racing to Life},
 pages = {4},
 year = {2001.},
 url = {http://www.gamasutra.com/view/feature/3106/ai_madness_using_ai_to_bring_.php},
 }
 
@article{Reynolds87,
 author = {Reynolds, Craig W.},
 title = {Flocks, herds and schools: A distributed behavioral model},
 journal = {SIGGRAPH Comput. Graph.},
 volume = {21},
 number = {4},
 year = {1987},
 issn = {0097-8930},
 pages = {25--34},
 doi = {http://doi.acm.org/10.1145/37402.37406},
 publisher = {ACM},
 address = {New York, NY, USA},
 }

@MISC{xcom,
 author = {Microprose},
 title = {X-{C}om: {UFO} {D}efense({US})/{UFO}: {E}nemy {U}nknown({UK})},
 year = {1994},
 }

@MISC{silentstorm,
 author = {Nival {I}nteractive(1{C} {C}ompany)},
 title = {Silent {S}torm},
 year = {2003-2004},
 publisher={Jowood},
 }
 
 @MISC{chip,
 author = {S. Lembcke},
 title = {Chipmunk game dynamics},
 url = {http://code.google.com/p/chipmunk-physics.},
 year = {2007.}
 }

 @MISC{bullet,
 author = {Erwin Coumans et al.},
 title = {Bullet Open Source Physics Library},
 url = {http://bulletphysics.org/wordpress/},
 year = {2010.}
 }

% \footnote{. }
